Psychic magic flows through you when you attain a peaceful mental state. Regular meditation expands your mind, allowing new powers to develop.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Telempathic projection (1st), silence (4th), mantle of calm (6th), mass daze (8th), serenity (10th), psychic surgery (12th), mind blank (14th), euphoric tranquility (16th), time stop (18th).
Discipline Powers: Your stable mind protects you and your allies.
Mental Placidity (Su)
This bonus increases to +4 against an enchantment spell or effect. Any ally who attempts a saving throw against the same effect gains a +1 bonus on the Will save, or a +2 bonus if the effect is an enchantment. If you succeed at the saving throw, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Wisdom modifier.
Calming Presence (Su)
Purge Disquiet (Su)
At 13th level, you can banish mental distress. You become immune to fear spells and effects and to the confused condition. As a standard action, you can choose a willing creature that is either within 30 feet or in telepathic contact with you. For 1 round per psychic level you possess, you suppress any fear effect or confused, cowering, frightened, panicked, or shaken condition affecting that creature. You can suppress only one effect at a time with this ability, and choosing a new target ends the suppression for the character you previously chose.
Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.